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Haelion: Solar Rail Syndicate


PookieNumnums
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Haelion:

Quantum Transport Authority and Security Sector + Interstellar Society for Regional Interest and Galactic Development + Headquarters for Universal Growth

  • After the Fall of the Orokin Empire and subsequent rise of Factions and Sub-Factions the QTASS was formed to regulate operate defend and maintain the remaining rail-system. 
  • The QTASS's rail-system is a 'public' transportation system. Although ''anyone and everyone has the right to use the rails overseen by QTASS'', anyone who wishes to travel using the rail-system ''must meet all pre-requisites and conditions as prescribed by QTASS''. Essentially you need to be a high ranking official on some form of government business, property of a government entity, a merchant with a QTASS issued Trade Visa, Famous, just plain RICH, or working for QTASS HUG or ISRIGD.
  • The QTASS is lead by the Interstellar Society for Regional Interest and Galactic Development (ISRIGD). The ISRIGD consists of 1 member of each of the various NPC syndicates along with Maroo, Baro Ki'Teer, and the Lotus. Together, the ISRIGD manages the safe travel of important individuals across the Sol System (and later, beyond), the transport of goods and supply shipments, and who's offices serve as the Headquarters for Universal Growth (HUG). 
  • HUG handles all inquiry and transfer of information and data regarding the QTASS rail-system including the promulgation of passed ISRIGD legislation and the resulting program development. 

 

To break this down you have The Rail-System and its Employees which is QTASS. You have the NPCs that fund/control QTASS who are known as ISRIGD. And, you have the ISRIGD offices and administration known as HUG. 

QTASS can refer to : the rails, anything that has to do with operating the rails, maintaining, defense. ( Metro/Metro PD )

ISRIGD can refer to : the group of npcs who make up ISRIGD, or the ideas and interests of the group, or any organization acting on their behalf. ( like a non profit version of the illuminati :P )

HUG can refer to : the actual Headquarters for Universal Growth, Their policies, their employees, or any group or entity acting on their behalf. ( like the department of transportation, department of commerce, and finance combined )

Haelion refers to the entirety of the QTASS HUG and ISRIGD

Citizen will refer to NPCs that aren't a member of what I consider the 5 major factions: Tenno, Sentient, Grineer, Corpus, Infested, who do not hold any significant role in the story arc who are of no notable rank or position.

 

QTASS: Quantum Transport Authority and Security Sector

  • QTASS handles the Rails. The QTASS, an organization who's multiple investors have shared interests, is run by a 3rd Party organization comprised of Citizens.
  • QTASS investors are known as ISRIGD. This includes Lotus, Ki'Teer, Maroo, and The Leaders of the 6 Syndicates.
  • Working for Any of the 6 Syndicates may require use of QTASS or work performed for QTASS
  • Any permits issued, usage of QTASS Rails, or Shipping / Receiving through QTASS Jurisdiction must be authorized by QTASS. 
  • QTASS Answers to both ISRIGD and HUG.

 

HUG: Headquarters for Universal Growth

  • HUG handles all of the administrative tasks necessary to enable QTASS to operate safely.
  • HUG is responsible for officiating Private Rail Systems in the Public, Private, and Uncharted Regions.
  • HUG is responsible for the financial and commercial regulation enforced by QTASS.
  • HUG is designed to help ensure a fair and appropriate distribution of wealth and commodity across the Sol System between the various ISRIGD controlled regions.

 

ISRIGD: Interstellar Society for Regional Interest and Galactic Development

  • A coalition of NPCs with common interests who have come together despite cultural and political differences for the general benefit of the citizen population
  • The ISRIGD is: The Lotus, Baro Ki'Teer, Maroo, and the 6 Syndicates. This ensures peaceful travel of their leadership throughout the Sol System and consistent and fair trade across the regional zones. 
  • Players who work for ISRIGD while on assignment are not bound by conventional Syndicate Zone limitations or restrictions.
  • Players on assignment for ISRIGD will be given appropriate ID and will receive Brief and Debrief from the ISRIGD committee or through official correspondence.  
  • Has a paramilitary objective to facilitate Grineer and Corpus resistance from the various groups. 
  • ISRIGD Members:

           The Lotus: Sees ISRIGD as an important organization of individuals in various positions of power who's cooperation can help anti-faction resistance movement goals. 

           Baro Ki'Teer: ISRIGD is necessary for his business but his real motive is to supply the revolution and prevent an Orokin-esque tyranny from controlling the system.

           Maroo: ISRIGD is more of a Side Project for Maroo, allowing her to maintain and operate her Bazaar, a key component in the exchange of goods and information among Tenno.

           The 6 Syndicates : The syndicates are have civilian and militant members and understand the importance of certain political and commercial compromise and tolerance. Their                            leadership are members of the ISRIGD.

 

HAELION: SOLAR RAIL COALITION AND SYNDICATE

At this point you have some info on QTASS, ISRIGD, and HUG which are the three parts that make up the HAELION solar rail coalition and syndicate.  So.. what does it do? MUCH THINGS!

  • Haelion is set up into two realms of activity, Public and Private sector.
  • The Public sector activities include escort services, courier services, sterilization, and defense contracts, missions you would do on behalf of QTASS, HUG, and ISRIGD.
  • The Private sector involves tasks you complete for your own agenda. These would include Deploying Clan or Alliance Solar Rails, Dark Sector Excursions into Uncharted Regions, or prolonged exploration in the Void. 
  • Haelion will award players, clans, alliances, and their rails Ranks as their standing increases or decreases with Haelion.
  • Ranks: Players will obtain various ranks as they increase their reputation with Haelion. 
  • Ranks: Clans and Alliances will obtain various ranks as they increase their reputation with Haelion. 
  • As you increase in rank you gain access to various Perks and Features.
  • As you increase in rank your privileges and clearance increase. 
  • Privileges affect what you can do.
  • Clearance affects where you can go and the importance of your tasks. 
  • Players who work for Haelion receive a salary which is directly dependent on their Personal/Clan/Alliance Rank.
  • Missions/Jobs for Haelion do not factor in salary. Any pay or reward for this work is additional.
  • Not all Missions/Jobs for Haelion will have additional pay. If the mission does have any additional payment, the payment will not always be monetary. 

 

HAELION: WORTH?

Random Reader: ''Ok. I think I got it. Haelion is a group of NPCs who oversee the Solar Rails, and with this concept we get to work for them in various capacities; and in doing so increase reputation and favor with them increasing our trust and responsibility. OH, and we get paid for doing this. Ok. I get that.. But why even bother. I mean I'm a fairly active mid-tier player. I don't really need credits so what's in it for me?''

I imagine you're asking this right about now, if you havent already. Firstly, if you're still reading, thank you for your time and attention. :D And i hope i've grabbed your attention! Now, If you're like the random reader above you're wondering ''what is the point?''... Whats in it for you? Why would this be anything more than an alert or syndicate mission or invasion? Why would the devs waste time to create something like this? Hopefully these questions will answer themselves as I continue this concept; however, the short answer is this: 

Because despite how many times we have run a mission or mission type, we enjoy it as long as there is a good reward, purpose, need, or directive given.

The game-play is enjoyable enough that despite how sorta burned out we may feel, as soon as someone or something needs us to do it again the thrill is back for at least a little while. The majority of the game *up till recently* has been spamcram all the quests and major gear then play till you fizzle out and move on, returning for new quests or characters that look fun. Perhaps an event here or there if there is one, and the occasional gimmick weapon or new game mode deserves a few hrs of attention. As of recently, it seems theyve decided to spread quests out over the junctions locked behind tasks in an attempt to extend the gameplay and delay the onset of burnout. We cant just go buy up all the quests in the market right away etc. Fair enough.. but for many players like myself whove been around for 3 years and are over 2500 hrs in (im 4k+) the only real excitement we get is new stuff or major changes.

This could all be fixed simply adding a means for assets that exist in game to give purpose to seemingly redundant and meaningless tasks. (i.e. running your 15000th mission) Not only is this a good way to negate boredom but also another way to increase player interaction. Rewards? Of course, but theyre just the cherry on top. 

 

HAELION: You are here.

Haelion is responsible for the Solar Rails as well as the Relays. Their funding of relay operation allows them to provide individual offices for The Syndicates, Maroos Bazaar, and how Baro Ki'Teer has access to all relays. As such, One side of the Hangar in each relay is for Haelion only. This is where you would access the appropriate NPC or Terminal that links you to the various QTASS Locations, HUG, or in some cases ISRIGD. 

QTASS Locations: Solar Rail points are controlled by Haelion. Designed for Transit and Business, this is where you apply for a travel permit, purchase travel tickets, or send / receive people or shipments. QTASS Agents will obtain directives from and report back to the Agent Terminals located at any QTASS Rail. 

HUG Office: Clans and Alliances come to HUG to register their Private Solar Rails, Obtain a 'License to Deploy' Solar Rails in Uncharted Regions, Receive High Level Assignments, and to Negotiate Supply and Subsidy of Large Scale Operations. 

ISRIGD: Not much is known about this location. What is known is that only top level agents are ever invited to meet there, and the meetings aren't in person. The ISRIGD members show up virtually, on screens. This is likely to provide a certain deal of safety. (learn from the past amirite)

How It Works: **assuming youre a clan or alliance leader**

As simply as I can put it: You start by visiting a QTASS Location and obtaining an Agent License and low level Travel Permit. You'll then visit the Agent Terminal where (like fissures) there will be several missions you can do at various difficulties, each rewarding you the player with a small bit of standing. Once you achieve your first rank as an Agent, you will be able to visit the HUG and register your Clan Rails and Alliance Rails with the HUG for a fee. Registration allows for the deployment of a Clan or Alliance Rail into a Dark Sector. The Agent Ranks mostly only affect the difficult of your assignments and the amount of standing you get for completing them. This is the first type of Standing, Agent Reputation.

After your second rank you will receive missions that have community objectives for your Clan and Alliances. These Clan and Alliance Assignments will earn you the second type of standing called Notoriety. Your Clan or Alliance Notoriety determine the bonuses your group has access to (more on that later). As your Clans and Alliances achieve these community goals your groups receive points of Notoriety. The faster and more efficiently your groups can achieve these goals, the better the results. Time To Finish, Damage Done, Damage Taken, etc etc would be factors that affect the Notoriety earned. 

After your Clan or Alliance Ranks up Once with Notoriety you will be able to then Register your Clan or Alliance with ISRIGD. Once your organization becomes registered with ISRIGD, your tacticians will have the clearance to deploy Clan and Alliance Rails into the Uncharted Regions of the Sol System. The Uncharted Regions of the Sol System serve two purposes. The first purpose is the Unsanctioned Exploration of the Uncharted Regions to Map and Secure them. The second purpose is high security special ops. The spec ops missions are generally to curtail some effort by one of the Main Factions (grineer corpus infested sentient) involving locations deep into the Uncharted Regions such as Rumored Orokin Tech, Ancient Ruins, etc etc. Other Missions may involve passing through Uncharted Regions due to time constraints or to avoid danger or conceal activities. These Spec Ops Missions and Unsanctioned Exploration Missions would play out as Once a Day per Tenno, would be the Missions for which your Clan and Alliance would seek EXTERNAL ASSISTANCE and for which you offer battle pay. Successful completion of these missions earns your respective Clan or Alliance the third and final type of standing called Luminosity. 

RANKS: Spending Standing Notoriety and Luminosity. 

Standing: 

Standing is earned by the player, for the player while working for QTASS and is spent with QTASS. You can spend it to increase your agent rank, on travel tickets, or any other cool little bitties that they decide to offer. Could include accessories, special issue weapons, decorations, relics, rare resources... Any kind of cool little bitties that may be found and kept during shipment seizures. 

Notoriety:

Notoriety is earned by the players for the group by completing missions for QTASS and HUG. This can be spent with HUG on Rail Registration (in place of credits), on Battle Pay Items, and higher value seized shipments. 

Luminosity:

Luminosity is earned by Clan or Alliance ISRIGD mission completion, for the group. It can be spent with ISRIGD to rank up the profile of the Clan or Alliance giving them clearance and access to more difficult, more risky, and more rewarding ISRIGD mission as well as HUG Battle Pay stuffs. 

*note* 

These ISRIGD missions will have an extremely low yet still possible chance for a random value item to be found somewhere in the mission. 

**

 

IN PRACTICE:

Players are working for QTASS, HUG, and ISRIGD to increase their standing and group profiles in order to unlock and obtain better rewards to issue out as battle pay. There would be wide enough reward tables that not every Clan or Alliance would see the same reward possibilities. Timing, Notoriety, Luminosity, Performance, would all factor in to what is offered to / for you.

There would be no more One Clanliance to rule them all if you know what I mean.. Just people trying to grind out rep for themselves and others so that everyone can get all the goodies.

 

QTASS and HUG Missions would work like regular syndicate missions, alerts, invasions. 

ISRIGD missions (uncharted exploration and spec ops) would need their own game modes.  Perhaps something from http://www.tinyurl.com/glyphgames or http://www.tinyurl.com/spicyreactant for the latter.

**NOTE**

We would need every possible variant of every possible weapon for this to work but so what! Probably accessory variants too.. 

 

 

 

 

 

--

at this point ive been working on it on and off all day and im going to call time on it here. if more hits me i may be back but for now, the above is the concept. 

if youve managed to make it through it all, thank you very much for your time and attention. 

if you have ideas or support related please mention it. 

if youre planning on crying power creep or we need them to focus on xzy save it. theres other threads and subforums for that. 

thanks.

--

 

Pookers

 

 

Edited by PookieNumnums
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Eh, the idea sounds far too deep-reaching.  This organization, apparently in charge of all solar rails, which are the means of interplanetary transport in Warframe, would be powerful enough to regulate all of the other factions.

Further, they would preclude Tenno clans owning and operating solar rails in the Dark Sectors.  They would supplant Tenno as the primary balancing force keeping the Grineer or Corpus from totally dominating the Origin system.

I don't think they'd work well in Warframe.  The Origin System is just not that well-policed - there is no 'one authority' in the Origin system.  That's kinda the whole point; there was a sole-authority (the Orokin), and the Tenno broke that up but good.  Now only the splinters of what was once the Orokin Empire remain, and the Tenno currently operate to keep either one from growing powerful enough to enslave them as the Orokin did.

Edited by Arkvold
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9 hours ago, Arkvold said:

Eh, the idea sounds far too deep-reaching.  This organization, apparently in charge of all solar rails, which are the means of interplanetary transport in Warframe, would be powerful enough to regulate all of the other factions.

Further, they would preclude Tenno clans owning and operating solar rails in the Dark Sectors.  They would supplant Tenno as the primary balancing force keeping the Grineer or Corpus from totally dominating the Origin system.

I don't think they'd work well in Warframe.  The Origin System is just not that well-policed - there is no 'one authority' in the Origin system.  That's kinda the whole point; there was a sole-authority (the Orokin), and the Tenno broke that up but good.  Now only the splinters of what was once the Orokin Empire remain, and the Tenno currently operate to keep either one from growing powerful enough to enslave them as the Orokin did.

 

 

Firstly, the grineer and corpus arent using the Orokin solar rails as far as we know. It would make sense that they still be used if theyre around, and having them around to enrich the universe with some non-main-faction related stuff can enrich the feeling of the universe the tenno exist in..  At this point the solar rails are only used by ISRIGD affiliates, merchants, etc. It would also make sense that if they exist that corpus and grineer would be looking to destroy or take over the rail systems, and that the faction npcs would be trying to prevent that. 

Haelion would only control the solar rails from QTASS. They dont control any clan or alliance rails, you just need to register with them, which is a way of gating progress and a sense of advancement. 

What you missed, was that essentially it works just like a syndicate. AND It's leaders are the non-main-faction leaders that we deal with regularly. It would only make sense that they have some form of interaction/communication since they are all against the main factions and are responsible for their own small populations. Coordinated efforts and all.

And, Just like Metro and Metro PD, the only policing that happens is on QTASS/HUG property. and even then its just to protect the rails from harm and to protect the patrons from danger. 

Thank you for your thoughts and allowing me to clarify.

 

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10 hours ago, Sintag said:

Buddy, break this up a little bit!  You're hitting us with way, WAY too much information here!  Shorten it a little!

most of my concepts are really shallow and thin.. i felt i needed to give this one some attention and spent a while on it.. ill go back and try to make it an easier read some time today

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On 9/6/2016 at 9:43 AM, PookieNumnums said:

Firstly, the grineer and corpus arent using the Orokin solar rails as far as we know.

Incorrect.  Listen to your scanner on your Orbiter:

Quote
  • "Ke-tok-ke, enter the queue, stand by for punch. Ke-tok-ke, Mercury rail is ready to receive. Proceed. Glory to our Queens."
  • "Transport shux-chee-uk (631), dock for inspection. Accepting rail arrivals now. Welcome back, captain. Proceed to dock for customs and inspection. Next in queue. Power. Punch."
  • "All units alert, Status Yellow. All scanners full power, now. Tenno unmasking, ready flak. Wait, cease fire, CEASE FIRE! Fe-be-tok is already close to the rail. Hold fire! RAMN! Gone."
  • "Rail Control, this is merchant transport 3398 reporting for passage. [pause] Rail Control, I don't see why boarding would be necessary. Perhaps if I sent over a sample container of my wares, you could inspect that? I mean, you wouldn't even need to send it back. [pause] Okay, okay. How about I send over... five containers for... uhm, inspection? [pause] Ah. A pleasure doing business with you, Rail Control!"

You can listen to them here.  All of these are indications that both the Grineer and the Corpus use the Solar Rails for transport.  There are both Corpus and Grineer rail control authorities that oversee the usage and security of the solar rails in their area, who oversee passage of ships, conduct scans for infestation, monitor and approve cargo and passengers, and can even order fire on trespassing spacecraft.

You can see from the third example that they take special care to avoid firing on the solar rails; one can infer from their reluctance that the rails are not easy to repair or reproduce.  Tenno Clans can build their own solar rails, which are akin to pirate smuggling networks.  Regulating them with some sort of pan-system authority would defeat the purpose of them being hidden, and thus safe from being seized by Corpus or Grineer interests.

 

On 9/6/2016 at 9:43 AM, PookieNumnums said:

What you missed, was that essentially it works just like a syndicate. AND It's leaders are the non-main-faction leaders that we deal with regularly. It would only make sense that they have some form of interaction/communication since they are all against the main factions and are responsible for their own small populations. Coordinated efforts and all.

And, Just like Metro and Metro PD, the only policing that happens is on QTASS/HUG property. and even then its just to protect the rails from harm and to protect the patrons from danger. 

Thank you for your thoughts and allowing me to clarify.

I missed nothing.  There is no way the Grineer or Corpus would accept the authority of some interplanetary policing agency.  They are self-contained governments on their own, with their own police forces that govern their territories and the interplanetary paths under their control, and each is vying for complete control over the Origin System.

For your alphabet-agencies to exist, there would have to be a neutral third government capable of overseeing the Grineer and Corpus, akin to the modern-day UN, and that sort of authority does not exist.  Further, it couldn't exist, because neither side is willing to give up that sort of authority just to coexist.  The Grineer want nothing more than complete domination of the Origin system, and do not tolerate threats to their sovereignity, save as far as they can use those threats to their advantage (this is why Grineer hire Tenno mercenaries during invasions with promises of battle pay).  The Corpus, in turn, see themselves as the true heirs of the Orokin empire, the Grineer as usurpers, and the Tenno as betrayers.  They still hire Tenno mercenaries during invasions because it's profitable, and more than anything they value profit with an entirely-religious fervor.

The Tenno, themselves, would not suffice as an overseeing government, because they operate in secret.  While powerful enough to influence wars, they lack the raw manpower of either of the two major factions.  Tenno do not engage in politics among the other two factions - they simply take missions and see those missions out.  Each Tenno fights their war in their own way.  Corpus would not accept any sort of Tenno authority (again, they see us as betrayers), and the Grineer would not accept any sort of Tenno authority (their sole loyalty is to their Queens - anything that is not Grineer and will not submit to the Grineer is to be destroyed or repurposed.)

For your proposed organizations to exist, there would have to be a drastic overhaul of existing lore, and I honestly don't see that happening.

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8 hours ago, Arkvold said:

Incorrect.  Listen to your scanner on your Orbiter:

You can listen to them here.  All of these are indications that both the Grineer and the Corpus use the Solar Rails for transport.  There are both Corpus and Grineer rail control authorities that oversee the usage and security of the solar rails in their area, who oversee passage of ships, conduct scans for infestation, monitor and approve cargo and passengers, and can even order fire on trespassing spacecraft.

You can see from the third example that they take special care to avoid firing on the solar rails; one can infer from their reluctance that the rails are not easy to repair or reproduce.  Tenno Clans can build their own solar rails, which are akin to pirate smuggling networks.  Regulating them with some sort of pan-system authority would defeat the purpose of them being hidden, and thus safe from being seized by Corpus or Grineer interests.

 

I missed nothing.  There is no way the Grineer or Corpus would accept the authority of some interplanetary policing agency.  They are self-contained governments on their own, with their own police forces that govern their territories and the interplanetary paths under their control, and each is vying for complete control over the Origin System.

For your alphabet-agencies to exist, there would have to be a neutral third government capable of overseeing the Grineer and Corpus, akin to the modern-day UN, and that sort of authority does not exist.  Further, it couldn't exist, because neither side is willing to give up that sort of authority just to coexist.  The Grineer want nothing more than complete domination of the Origin system, and do not tolerate threats to their sovereignity, save as far as they can use those threats to their advantage (this is why Grineer hire Tenno mercenaries during invasions with promises of battle pay).  The Corpus, in turn, see themselves as the true heirs of the Orokin empire, the Grineer as usurpers, and the Tenno as betrayers.  They still hire Tenno mercenaries during invasions because it's profitable, and more than anything they value profit with an entirely-religious fervor.

The Tenno, themselves, would not suffice as an overseeing government, because they operate in secret.  While powerful enough to influence wars, they lack the raw manpower of either of the two major factions.  Tenno do not engage in politics among the other two factions - they simply take missions and see those missions out.  Each Tenno fights their war in their own way.  Corpus would not accept any sort of Tenno authority (again, they see us as betrayers), and the Grineer would not accept any sort of Tenno authority (their sole loyalty is to their Queens - anything that is not Grineer and will not submit to the Grineer is to be destroyed or repurposed.)

For your proposed organizations to exist, there would have to be a drastic overhaul of existing lore, and I honestly don't see that happening.

thanks for pointing that out that the grineer and corpus do actually use some rails, thats interesting but only imo further validates that the non-grineer non-corpus would also have them.. otherwise it would be terribly impractical for them to be located throughout the sol system (as per relays) and in syndicate missions able to go where we are at the drop of a hat/dime without rails. 

 

in short, they would control some..  there would be no other means of consistent reliable travel for any other groups otherwise. 

also, why you keep thinking in terms of only grineer and only corpus baffles me. we have syndicates which are not one person groups and we have thousands of tenno 'operatives' and the civilian populace implied to exist in the very first quests you do. 

 

i see where youre coming from sorta but doesnt make much sense and doesnt require any lore adjustments. if anything theyre going to grow the universe and theres room for a lot.

 

Edited by PookieNumnums
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